package com.yanqu.road.server.manger.cricket.skillhandler.attround.handler;

import com.yanqu.road.entity.cricket.helper.AddHpResult;
import com.yanqu.road.entity.enums.eSkillType;
import com.yanqu.road.pb.cricket.CricketProto;
import com.yanqu.road.server.gameplayer.module.cricket.battle.CricketGame;
import com.yanqu.road.server.gameplayer.module.cricket.battle.eCricketBattleRoundStep;
import com.yanqu.road.server.gameplayer.module.cricket.model.BattleData;
import com.yanqu.road.server.gameplayer.module.cricket.model.SkillData;
import com.yanqu.road.server.manger.cricket.skillhandler.attround.CricketSkillAttRoundStrategy;

import java.math.BigDecimal;
import java.math.RoundingMode;

public class CricketSkill258Strategy implements CricketSkillAttRoundStrategy {

    /**
     * 技能处理-快夹变为强化版，攻击附加蛮荒骷攻击力和对方攻击之差的N2千分比伤害，最低伤害为蛮荒骷攻击力的N3千分比。
     * @param cricketGame 本局对局对象
     * @param skillData 触发的技能
     * @param baseAttSkill 基础攻击技能
     * @param baseAttReHpResult 基础攻击结果对象
     * @param action 我方
     * @param target 对方
     * @param attackRoundBuilder 返回PB结构体
     * @return true：死亡，退出技能处理，false：继续技能处理
     */
    @Override
    public boolean skillHandle(CricketGame cricketGame, SkillData skillData, SkillData baseAttSkill, AddHpResult baseAttReHpResult, BattleData action, BattleData target, CricketProto.CricketAttackRound.Builder attackRoundBuilder, long battleFrameId) {
        //基础攻击miss，不触发技能
        if (baseAttReHpResult == null) {
            return false;
        }
        //蛮荒骷-原始之力: 快夹变为强化版，攻击附加蛮荒骷攻击力和对方攻击之差的N2千分比伤害，最低伤害为蛮荒骷攻击力的N3千分比。
        if (baseAttSkill.getSkillEffect().getSkillType() == eSkillType.CricketBattleSkill137.getValue() && baseAttSkill.getSkillEffect().getP4() == 1) {//1快夹2冲夹3举摔
            skillData.effectAmountInc();
            CricketProto.CricketBattleFrame.Builder skill258FrameBuilder = cricketGame.newBattleFrameBuilder();
            skill258FrameBuilder.setActionUserId(action.getUserId());
            skill258FrameBuilder.setTargetUserId(target.getUserId());
            skill258FrameBuilder.setSkillId(skillData.getSkillId());

            //伤害
            long minValue = BigDecimal.valueOf(action.getAttack(target)).multiply(BigDecimal.valueOf(skillData.getSkillEffect().getP2())).divide(BigDecimal.valueOf(1000), 8, RoundingMode.DOWN).longValue();
            long diffAtt = action.getAttack(target) - target.getAttack(action);
            long value = BigDecimal.valueOf(diffAtt).multiply(BigDecimal.valueOf(skillData.getSkillEffect().getP1())).divide(BigDecimal.valueOf(1000), 8, RoundingMode.DOWN).longValue();
            value = Math.max(value, minValue);
            AddHpResult addHpResult = target.addHp(-value);
            skill258FrameBuilder.setAttack(addHpResult.getValue());
            skill258FrameBuilder.setIsKill(addHpResult.isKill());
            skill258FrameBuilder.setHarmEffectSkillId(addHpResult.getReduceHpEffectSkillId());
            skill258FrameBuilder.setIsMiss(addHpResult.isMissFlag());
            cricketGame.fillRemainHp(skill258FrameBuilder);
            attackRoundBuilder.addAttack(skill258FrameBuilder);
            if (cricketGame.isOver(attackRoundBuilder, eCricketBattleRoundStep.Attack.getValue(), skill258FrameBuilder.getBattleFrameId())) {
                return true;
            }
        }
        return false;
    }
}
